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![[Post New]](/s/i/i.gif) 2016/07/08 11:24:46
Subject: Wildwood Questions
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Longtime Dakkanaut
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Hi I was a little confused by the Warscroll entry for the Sylvaneth wildwood.
It says that you use 2 Citadel woods to make one Sylvaneth Wildwood. How does this work exactly? Do they need to be deployed together? Can you arrange both terrain pieces anyway you want? Do they need to be glued together?
Also, in the case of summoning abilities like what Durthu and Alarielle have do these also spawn 2 citadel woods?
Finally, do these abilities fall under the summoning rules so that you have to pay for the woods? Durthu is basically a straight up spawn ability, whilst Alarielle must kill the last model with a spell and the guy turns into a tree (BTW the GW video showing this ability cracked me up so much; but bizarrely it only showed one citadel wood being created, so confusing).
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2016/07/08 12:30:40
Subject: Wildwood Questions
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Nihilistic Necron Lord
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I'd assumed these were a single forest piece, didn't realize they were two, but yeah, I see the Warscroll that says two now. Would also like to know how these work.
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![[Post New]](/s/i/i.gif) 2016/07/08 17:24:26
Subject: Wildwood Questions
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Arch Magos w/ 4 Meg of RAM
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I had heard that the Wildwood was getting updated to just be a single forest base, but I am not sure. Perhaps the Warscroll is included in the Battletome.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/07/08 18:09:39
Subject: Wildwood Questions
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Clousseau
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We will find out tomorrow.
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![[Post New]](/s/i/i.gif) 2016/07/08 19:20:50
Subject: Wildwood Questions
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Lady of the Lake
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You just set them up within 1/2" of each other as they're a single terrain piece. It used to be 2 or more with no upper limit, but I think it was becoming restricted to something like 1 to 3. I get my book in a few hours so I'll come back to clarify unless someone gets to it sooner. Automatically Appended Next Post: "Up to three citadel woods set up within 1" of each other".
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This message was edited 2 times. Last update was at 2016/07/09 03:59:46
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![[Post New]](/s/i/i.gif) 2016/07/10 17:25:55
Subject: Wildwood Questions
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Regular Dakkanaut
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So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.
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![[Post New]](/s/i/i.gif) 2016/07/10 23:42:08
Subject: Wildwood Questions
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Tough Treekin
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jSewell wrote:So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.
As you can't have them without generating them in-game, it won't be summoning.
Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.
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![[Post New]](/s/i/i.gif) 2016/07/11 01:00:04
Subject: Wildwood Questions
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Regular Dakkanaut
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RoperPG wrote:jSewell wrote:So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.
As you can't have them without generating them in-game, it won't be summoning.
Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.
Care to share how?
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![[Post New]](/s/i/i.gif) 2016/07/11 01:21:13
Subject: Wildwood Questions
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Regular Dakkanaut
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I think it's fair to have to pay the points for all the abilities that summon wyldwoods during the game, but the allegiance ability *places* them before the game starts, and leads me to believe they are meant to be free. It's a bit ambiguous.
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![[Post New]](/s/i/i.gif) 2016/07/11 05:27:11
Subject: Wildwood Questions
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Humming Great Unclean One of Nurgle
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PPC values them at 50 pts per Wood, for what it's worth. (GHB has the same scale as PPC in terms of points.)
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Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page
I chose an avatar I feel best represents the quality of my post history.
I try to view Warhammer as more of a toolbox with examples than fully complete games. |
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![[Post New]](/s/i/i.gif) 2016/07/11 08:55:14
Subject: Wildwood Questions
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Tough Treekin
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GuitaRasmus wrote:RoperPG wrote:jSewell wrote:So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.
As you can't have them without generating them in-game, it won't be summoning.
Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.
Care to share how?
The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.
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![[Post New]](/s/i/i.gif) 2016/07/11 10:54:26
Subject: Wildwood Questions
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Regular Dakkanaut
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RoperPG wrote:
The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.
True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.
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![[Post New]](/s/i/i.gif) 2016/07/11 11:54:38
Subject: Wildwood Questions
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Regular Dakkanaut
Los Angeles
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jSewell wrote:RoperPG wrote:
The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.
True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.
As long as they don't run and charge, not only they are safe from the Woods, but they also benefit from its cover. The roused by magic ability is there, yes, but then it's not game changing.
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![[Post New]](/s/i/i.gif) 2016/07/11 14:14:49
Subject: Re:Wildwood Questions
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Eternally-Stimulated Slaanesh Dreadnought
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I hope GW does more things with terrain effecting armies in different ways, make's games more interesting.
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![[Post New]](/s/i/i.gif) 2016/07/11 14:21:26
Subject: Wildwood Questions
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Nihilistic Necron Lord
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Haechi wrote:jSewell wrote:RoperPG wrote:
The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.
True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.
As long as they don't run and charge, not only they are safe from the Woods, but they also benefit from its cover. The roused by magic ability is there, yes, but then it's not game changing.
Don't forget the spells that explicitly damage units near the woods, in addition to the general damage the woods can cause for spells being cast near them.
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![[Post New]](/s/i/i.gif) 2016/07/11 15:37:29
Subject: Wildwood Questions
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Regular Dakkanaut
Los Angeles
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Yeah, still. That's less scary than an Arcane bolt.
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![[Post New]](/s/i/i.gif) 2016/07/11 16:39:48
Subject: Wildwood Questions
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Innocent SDF-1 Bridge Bunny
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I took a look through the generals handbook last night and could not find a points value for this terrain piece anywhere. Is it possible that they can now only be generated in game?
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![[Post New]](/s/i/i.gif) 2016/07/11 16:53:38
Subject: Re:Wildwood Questions
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Longtime Dakkanaut
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Well First they have to move on to the wildwood. So sure, you can sit in there but everyone takes a test, and on a 1 (unless your a hero or a monster) you die.
Most monsters and many heros are not going to sit there in the woods. Some units will, but Sylva have so much that effects it to rouse, OR make it move. I would hardly call it horrific or say its weaker then a arcane bolt.
Sit back and shoot armies are not much of a big thing. People have range options but many of AoS stuff is lots of melee brawls
As for points, your correct, there are none. You either make one in the game, or play pure Sylva and you can start with one after all other terrain is set up.
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![[Post New]](/s/i/i.gif) 2016/07/11 20:21:01
Subject: Wildwood Questions
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Regular Dakkanaut
Los Angeles
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You die on a 1 only if you sprint of charge.
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![[Post New]](/s/i/i.gif) 2016/07/12 03:19:51
Subject: Re:Wildwood Questions
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Nihilistic Necron Lord
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str00dles1 wrote:Well First they have to move on to the wildwood. So sure, you can sit in there but everyone takes a test, and on a 1 (unless your a hero or a monster) you die.
Most monsters and many heros are not going to sit there in the woods. Some units will, but Sylva have so much that effects it to rouse, OR make it move. I would hardly call it horrific or say its weaker then a arcane bolt.
Sit back and shoot armies are not much of a big thing. People have range options but many of AoS stuff is lots of melee brawls
As for points, your correct, there are none. You either make one in the game, or play pure Sylva and you can start with one after all other terrain is set up.
There's also the Warscroll that gives you two, so you could easily start with three.
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![[Post New]](/s/i/i.gif) 2016/07/12 06:05:48
Subject: Wildwood Questions
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Tough Treekin
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If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.
The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.
Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
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![[Post New]](/s/i/i.gif) 2016/07/12 06:44:01
Subject: Wildwood Questions
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Regular Dakkanaut
Los Angeles
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Also a hard counter to sylvaneth inside wyldwood is the stormcast trumpetist!
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![[Post New]](/s/i/i.gif) 2016/07/12 07:04:14
Subject: Wildwood Questions
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Tough Treekin
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Haechi wrote:Also a hard counter to sylvaneth inside wyldwood is the stormcast trumpetist!
Oh. Oh God.
Auric Runefather's not a bad option, either.
Though in his case I like to think he uses lava and fire to bully the trees into attacking the Sylvaneth for a change...
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This message was edited 1 time. Last update was at 2016/07/12 07:09:16
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![[Post New]](/s/i/i.gif) 2016/07/12 11:48:16
Subject: Wildwood Questions
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Lady of the Lake
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RoperPG wrote:If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.
The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.
Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.
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![[Post New]](/s/i/i.gif) 2016/07/12 13:13:44
Subject: Wildwood Questions
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Tough Treekin
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n0t_u wrote:RoperPG wrote:If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.
The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.
Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.
Spotted that after! But Treesong's description states it does trigger the effect before it moves.
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![[Post New]](/s/i/i.gif) 2016/07/12 14:53:06
Subject: Wildwood Questions
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Lady of the Lake
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RoperPG wrote: n0t_u wrote:RoperPG wrote:If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.
The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.
Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.
Spotted that after! But Treesong's description states it does trigger the effect before it moves.
Oh, good spot I didn't know the order the move and the woods waking up went.
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![[Post New]](/s/i/i.gif) 2016/07/12 16:57:32
Subject: Wildwood Questions
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Pestilent Plague Marine with Blight Grenade
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RoperPG wrote:If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.
The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.
Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
In the app it also says if the model finishes on the Wood they are also slain on a 1.
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![[Post New]](/s/i/i.gif) 2016/07/12 17:43:46
Subject: Wildwood Questions
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Regular Dakkanaut
Los Angeles
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It's only if you finishes a run or charge move.
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